Summary: | Nested GLWindows don't resize or honor GLCapabilities setBackgroundOpaque | ||
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Product: | [JogAmp] Newt | Reporter: | Michael <michael.esemplare> |
Component: | core | Assignee: | Sven Gothel <sgothel> |
Status: | CONFIRMED --- | ||
Severity: | minor | CC: | gouessej |
Priority: | P5 | ||
Version: | 1 | ||
Hardware: | pc_x86_64 | ||
OS: | windows | ||
Type: | --- | SCM Refs: |
jogl 35236f571a09e1ef21a57693bd2e4d715413f700
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Workaround: | --- | ||
Attachments: |
Nested GLWindow Test case
Image of my test-case running |
Description
Michael
2012-10-27 01:02:54 CEST
Created attachment 379 [details]
Image of my test-case running
I will validate this use case, however .. even though we do have a NEWT / NEWT window parenting unit test - it's sort of a weird one. Ofc, it's not up to me criticizing potential use cases. Usually we use NEWT native parenting to attach the NEWT window to an external toolkit like AWT / SWT, see NewtCanvasAWT and NewtCanvasSWT. NEWT / NEWT windowing usually could be avoided via pure GL rendering (-> viewport, 3d graph, ..) if that's the use case. So this fix may make it to RC12 next month hopefully. setting to normal P3, due to restricted use case. http://jogamp.org/git/?p=jogl.git;a=commit;h=35236f571a09e1ef21a57693bd2e4d715413f700 Bug632: Test NEWT Child Window Translucency (X11/Windows) .. - Windows: Child window is not translucent at all - X11: Child window is translucent to parent's background, however - parents content is _not_ 'composed in'. - TODO: Find whether there is a solution or not. - Note: The child window does not change it's rel. position if parent moves! This is a feature, since we don't have impl. a layout. Setting prio / severity to low! Is it still reproducible? Tested against 2.0.2-rc-20130611 Windows, same results. I agree this is not the most correct use case, however it was something that came up in testing features of JOGL/NEWT and my previous inexperience with both :/. I would have to agree with Sven's comment: "NEWT / NEWT windowing usually could be avoided via pure GL rendering (-> viewport, 3d graph, ..) " |